using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; #if UNITY_EDITOR public class SplashScreenSetting : MonoBehaviour { const string BlackMenuPath = "EditorTools/SkipUnityLogo/SetBG_Black"; const string WhiteMenuPath = "EditorTools/SkipUnityLogo/SetBG_White"; [MenuItem(BlackMenuPath)] static void BlackSplashScreen() { Sprite background = AssetDatabase.LoadAssetAtPath("Assets/SkipUnityLogo/img/BlackSplashScreenMask.png", typeof(Sprite)) as Sprite; PlayerSettings.SplashScreen.background = background; PlayerSettings.SplashScreen.unityLogoStyle = PlayerSettings.SplashScreen.UnityLogoStyle.LightOnDark; PlayerSettings.SplashScreen.animationMode = PlayerSettings.SplashScreen.AnimationMode.Static; PlayerSettings.SplashScreen.overlayOpacity = 1; PlayerSettings.SplashScreen.drawMode = PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow; PlayerSettings.SplashScreen.blurBackgroundImage = false; print("black ok"); } [MenuItem(WhiteMenuPath)] static void WhiteSplashScreen() { Sprite background = AssetDatabase.LoadAssetAtPath("Assets/SkipUnityLogo/img/WhiteSplashScreenMask.png", typeof(Sprite)) as Sprite; PlayerSettings.SplashScreen.background = background; PlayerSettings.SplashScreen.unityLogoStyle = PlayerSettings.SplashScreen.UnityLogoStyle.DarkOnLight; PlayerSettings.SplashScreen.animationMode = PlayerSettings.SplashScreen.AnimationMode.Static; PlayerSettings.SplashScreen.overlayOpacity = 1; PlayerSettings.SplashScreen.drawMode = PlayerSettings.SplashScreen.DrawMode.UnityLogoBelow; PlayerSettings.SplashScreen.blurBackgroundImage = false; print("white ok"); } } #endif